No I didn't, as I found the clouds getting grainy in earlier versions. Even when setting cloud detail from 0.3.. to 1. Thought Robust rendered much faster indeed. But the dark shadows is likely due to some post enhancing in PS.

I don't want to be pedantic, but in my experience the best and easiest way to make those indentations is with the painted shader, at least if there are not too many. Once you are satisfied with the rock texture you can paint in places where it is most logical, like in the cracks that are already there.Maybe you will need to feed the fake stones through a transform shader- world space, and limit it with slope- terrain normal. Sometimes that gives better results.

Thanks René. Well, that was one of the issues I meant in the latter render, forgot to use a max slope. It looks pretty weird indeed. And actually I prefer using a procedural base to get the gullies in, mainly for changes of terrain/rock seeds, and corresponding 'easy' stonefalls. But you're right, with small numbers and an established terrain a painted shader would be the way.

And it doesn't sound pedantic at all, any input from you is greatly appreciated!